That's a decent suggestion, but it doesn't account for shields tagged <Offhand>. These shields can be equipped even when an actor has a two-handed weapon equipped, so there is always the possibility of equipping something in that slot, even when a two-handed weapon is being used.
Of course, one could say that for a project where shields aren't a thing, or where light shields don't exist this is a good suggestion. I'd like to keep this plugin as cookie-cutter as possible, though, so I don't think I can roll this into the main plugin.
However, for your own personal use, I'd look into the below function from YEP_EquipCore. The function is used to draw the 'empty' slots on the equip scene, and you can add in whatever functionality you need from here.
Window_EquipSlot.prototype.drawEmptySlot = function(wx, wy, ww) { this.changePaintOpacity(false); var ibw = Window_Base._iconWidth + 4; this.resetTextColor(); this.drawIcon(Yanfly.Icon.EmptyEquip, wx + 2, wy + 2); var text = Yanfly.Param.EquipEmptyText; this.drawText(text, wx + ibw, wy, ww - ibw); };
Add in an if condition, and check this._actor.icanMonkeyGrip() or alternatively a (this._actor.equips()[0] && !this._actor.equips()[0]._isTwoHanded) and that should handle what you're looking for.
Might come out a little something like this:
Window_EquipSlot.prototype.drawEmptySlot = function(wx, wy, ww) { this.changePaintOpacity(false); var ibw = Window_Base._iconWidth + 4; this.resetTextColor(); if (!this._actor.canMonkeyGrip()){ this.drawIcon(Yanfly.Icon.EmptyEquip, wx + 2, wy + 2); var text = "Locked"; this.drawText(text, wx + ibw, wy, ww - ibw); } else { this.drawIcon(Yanfly.Icon.EmptyEquip, wx + 2, wy + 2); var text = Yanfly.Param.EquipEmptyText; this.drawText(text, wx + ibw, wy, ww - ibw); } };
Just paste that code into a blank js file and import it into your plugin manager anywhere below YEP_EquipCore and that should do it.
-Ramza